Rain : We've come so far, and yet...

Post » Sat Dec 05, 2015 2:25 am

yeah they are similar to Mad Max storm.

https://youtu.be/eTwnUQwaBOM?t=40s

User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Fri Dec 04, 2015 10:26 pm

Whoa, that's pretty intense :o
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Sat Dec 05, 2015 3:33 am

As far as I can tell (just by looking at the gameplay), the wetness of the ground is actually generated by adjusting the specularity of the ground textures, which would make implementing such a feature (no wet ground/floors inside buildings) quite complicated. It'd be quite easy to disable water pools from beneath roofs with a form of raycasting ASWELL as it would be quite easy to disable the texture-based wetness from floors in prefab buildings...The real problem lies with custom made buildings built out of seperate parts. I guess one way to implement no-wetness-on-floor-textures-in-a-roofed-building in custom houses, would be to have the floor tiles raycast upwards in vector3 space and look for collisions from objects tagged as "roof" or such. If the collision was found, the specularity adjustment on the floor piece, would be disabled, keeping them dry. If no such collision was found, they would get wet just like everything else.

This kind of unorthodox system would have alot of pig holes though, for an example : In a case where a player built only a partial roof. Seeing as, if the wetness is texture based then the specularity is applied to the texture per tile. Having only a partial roof would leave you with a laser sharp edge seperating the wet and the dry floor areas in such a case. There are a few workarounds for this but none of them (that I can think of) would leave you with a flawless system and each one of them would be a waste of memory usage in my opinion.

Blood btw is a different story since it's most likely applied as a decal, so is the case with water pools, bullet holes, etc etc. Just decals with normal and specular maps on them, alpha channel cutout etc.

User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sat Dec 05, 2015 1:26 am

Really? This is your big issue? Not the supply lines, clipping, crashing, or the fact that enemies spawn inside unprotected areas of settlements? You do know these roofs are full of holes and hardly waterproof, right?
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Fri Dec 04, 2015 4:19 pm

I noticed the rain effect outside, but I can't say I paid enough attention while I was inside. I'm really not there much. Too busy trying to map the Commonwealth. Next time I'm home, I'll try seeing this "issue".

User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Sat Dec 05, 2015 4:31 am

why i still get rad even in the house? when the radiation storm come.
any ways to prevent it?

User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sat Dec 05, 2015 4:07 am

For a hellish storm I haven't found anything better than the https://youtu.be/xPXVj07o3C8 so far. They put you right in the thick of it.

User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Fri Dec 04, 2015 6:40 pm

It's not like they can't do pooled water. For example, in the Fort Hagen Command, there's a shower that's dripping water, and only a portion of the floor is wet, pooling from the drip to where the drain is.

User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Dec 04, 2015 6:37 pm

I'm enjoying the rain. I love the raindrops on the screen when wearing power armor.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sat Dec 05, 2015 2:32 am

This^ There's few points in the game where I'd disagree with the wet texture because there's so few legitimately dry shelters.

User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Previous

Return to Fallout 4